Friday, September 12, 2008

1st session of OD&D Megadungeon campaign - TPK

The following was originally posted to Finarvyn's Original D&D Discussion board and Dragonsfoot. I combined my responses to some questions, hopefully all makes sense without the questions...

Our band of intrepid explorers gathered at the inn in the village of Canyon Lake. They had all heard of a great dungeon near the village. An inquiry of the innkeeper gathered that they could either approach the dungeon by boat or by a narrow trail following the steep shoreline.

The party chose the trail and set off, two dwarves, two elves, three humans, and a mule. The trail led down to a small beach with a larger trail leading up the hillside to a ruined village. The dungeon entrance was rumored to be in the largest building.

In the village, the party first met a group of six dwarves. A short parley ensued and the dwarves went on their way hunting goblins.

The party gathered at the first of several smaller buildings that were still standing. The door was bashed in and three kobolds were quickly dispatched. On the way to the second building, the party avoided a giant beetle. Bursting through the door of the second building showed five kobolds and a goblin. A sleep spell dispatched all of them. A very nice looking dagger was found.

The third building approached was larger and near an overgrown graveyard. Bursting into the third building revealed three gnolls. The human cleric collapsed under the blow of a gnoll morningstar. Another sleep spell dispatched the gnolls. After the battle, it was determined the cleric was just unconscious.

The party decided to hole up in the building to recover. Early the next morning, the ground started to crack. Seven skeletons burst forth, The skeletons were eventually defeated but with great loss. An elf was the only conscious survivor. The cleric did wake up in the morning. The human warrior and the other elf survived unconscious. The two unconscious survivors were loaded on the mule along with the treasure and the most valuable equipment and the party started to head for home.

As the party made their way through the ruins, four giant ants engaged them. The mule went down and the ants swarmed the mule. The human warrior was revived with a potion but also went down again. Two characters survived with one unconscious body. They took the most valuable treasure and headed for home.

Most of the way back to town, the trail partially collapsed sending the survivors tumbling down the rocky embankment. Sadly, there were no survivors.

Several things the players might have done to do better:


  • Spend some time finding rumors.
  • Take the boat instead of the trail.
  • Not holed up for a night above the dungeon, especially near a graveyard.
  • Checked out the potion earlier.
  • Teamed up with the dwarves (at least for resting)


Background



For consideration, here are the background bits (in three separate places in my guide). I did read the section on alignment to them before the start of play. Admittedly there is no discussion of the dangers of camping out in the dungeon or the ruins above, but read the description of the chaos alignment... The rest of the players guide is basically the rules from Men & Magic (plus additions from Greyhawk etc. and house rules), except for the spells (they are in separate documents, one for clerics, one for magic users, and an intro document with first through third level spells from both classes.

The Mega-Dungeon (on page 2 right after table of contents)

This campaign will operate primarily in a single large dungeon, often referred to as a mega-dungeon. Like the dungeons of the early days, the deeper underground, the higher the challenge. In general, first level characters will find the most appropriate challenge on the first level underground, while second level characters will find more appropriate challenges one level deeper and so on. The dungeon itself is rumored to be a force of chaos, filled with foul beasts, tricks, and traps. Some tricks and traps may deposit an expedition on a deeper level of the dungeon unexpectedly. Previous expeditions may have left clues in the dungeon, and maps found on the bodies of those who didn’t make it could be quite valuable (though they could also have fatal errors).


The Dungeon--by which this author means the generic category and not any specific instance, though the principles apply in both cases--is a weird, unfathomable, and deadly place, and as such it should sound an irresistible call to those with the doughty hearts of adventurers. Importantly, it is also vast--do not fall into the trap of trying to "defeat" a level. Set goals, work to achieve them, and don't be afraid to move on when the opportunity presents itself. You can gauge what sorts of risks you want to take, and what sorts of rewards you wish to win, by considering the party level versus the dungeon level, as a rough equivalent exists in terms of PC abilities, appropriate challenges, and rightful prizes. Cautious parties may stay on safer levels, but the treasure will be less; daring parties may make forays deeper into the place for richer reward, but the danger will also increase. Choose the path that suits your party best.

Within you will find ferocious monsters, lethal traps, cunning tricks and buried secrets, tortuous layouts and forgotten ways, baffling riddles, and best of all, fabulous treasure beyond imagining. You the player will be challenged as much, if not more, than your PC, and it will take the combined skills of both to succeed. This place is not merely a workaday, subterranean lair, with logically arranged sleeping and eating areas for a species simply somewhat different from (or even antagonistic toward) humans and demi-humans. The door you open is a portal, the stairs you descend a path, into the mythic underworld, luring you farther from the rational and sane daylight lands above, where a man may plot his way with confidence in the laws of nature, and into a nightmarish world of magic, evil, and elements that can devour your PC's very soul. You must be constantly on guard for peril from any quarter; you must manage your resources carefully, retreating when it is wise yet advancing when the time is right; you must demonstrate bravery, intelligence, and prowess as well, if your efforts are to be repaid with wealth and power. Not everything within the crumbling walls, forsaken chambers, and winding ways is hostile, and you may find allies in strange places or negotiate safe passage from others--but be wary of treachery and ill will. Those who think and fight their way back out may bear the riches that will spread their names throughout the realms of Man; those who do not will die a lonely death far from the places they know and cherish.

Evereaux


Alignment (on top of page 4)

Alignment in my campaign represents alignment with a specific cosmic force. The alignments are:

Law

This cosmic force represents the human drive towards orderliness, with kingdoms and empires gaining strength over small communities.

Neutrality or Nature

This cosmic force is the old cosmic force of living with nature in small communities. Demi-humans as entities are overwhelmingly neutral in alignment though individuals may align themselves with law, or even chaos.

Chaos

This is the cosmic force seeking to tear the world asunder. The forces of chaos breed in dungeons, swamps, and other dank and foul places. It is said that in these foul places, even the very earth itself is a force of chaos. This might explain the inexplicable tricks and traps that abound in dungeons. It could explain the fact that dungeon doors will swing open to allow inhabitants to pass but be jammed solid against lawful expeditions seeking to penetrate the dungeon and slay the forces of chaos. The corrupting nature of chaos sometimes allows individual creatures aligned with law or neutrality to be bent to the needs of chaos, and some individuals will even seek chaos for their own reasons.

Unsolicited Advice (page 13)


The problem with mapping is that so few people (players and DMs alike) seem to understand why it should be done and just accept that it's "part of the game" because it's mentioned in the rulebooks and is somehow "assumed" that at the end of each adventure the players must have a map of the dungeon that looks just like the DM's. But that's backwards -- drawing a map shouldn't be a burden for the players, it should be an aid to them, and they should only do it to the extent it aids them.

In most circumstances, the only reason to make a map is so you can find your way back to the entrance and highlight areas you passed over but may want to return to later. If you think you can find your way back without a map (either because you've got a good memory or because the dungeon is simply designed, without a lot of turns, doors, dead-ends and such) then there's no reason to make a map at all, and even if you do decide to make a map there's no reason to do so on graph paper and try to create a perfect replica of the DM's map. Make each room a square (or oval, or whatever shape the DM says the room is) with the dimensions and number/location of all exits marked; make each corridor a line with the length and any side passages, doors, etc. marked. Don't worry about trying to make it to scale -- if a 20' long straight corridor connects back to a room you've been to previously but your map requires you to draw a long, curved line to represent that corridor, don't worry about it. Mapping in this way should be sufficient in the vast majority of circumstances and IME doesn't slow the game down noticeably at all (because the DM should be giving the same sorts of descriptions of rooms and corridors whether the players are mapping or not -- it's their decision whether or not to draw a map, not his).

The only time to bother trying to draw an accurate map that matches the DM's exactly is when you're either in a very mazy environment where there's a significant chance of becoming seriously lost or when you have some reason to believe that 'empty spaces' on the map might conceal secret passages that you wouldn't be likely to locate otherwise. In such cases mapping/navigation becomes part of the challenge of the game, as much as combat tactics and resource management, and drawing an accurate map is an accomplishment in and of itself -- some players will become proud of their mapping skills and how they were able to 'beat' the dungeon through mapping (by finding a secret area, or quickly spotting a teleport trap, or whatever). If you enjoy such a challenge, go for it, it'll add a whole new element to the contest of the game. But if this sort of 'detail-work' bores or frustrates you, you should probably avoid it and stick to sketch/trailing maps (or even no map at all). Yes OD&D vol. 3 and some old modules (B1 probably most famously) emphasize this 'mapping challenge' part of the game with tricks designed especially to confuse people trying to draw accurate maps, because the people they were playing with (Ernie Gygax in particular, from what I understand) enjoyed that aspect, but if you don't there's no reason to try and force it. Make trailing maps or trust your memory if that's what you prefer -- you may miss an occasional hidden treasure, or get lost in an occasional maze, but that's the price you're willing to pay.

Trent Foster


In Depth Commentary



The players were a bit frustrated, but will return. They are used to newer systems that are more "fair." Perhaps I should have given them a bit more slack on preparations for holing up. They did spike the doors shut - which did play into possible encounters, a humanoid encounter WOULD have had to bust through the door - it just turned out to be an undead encounter.

One thing I realized I had neglected, or couldn't find, was an outdoor encounter table for the ruins above the dungeon. I used my 1st level encounter table with some on the fly adjustment (discarded one encounter that didn't make sense), especially for the night (adjusting probabilities on the fly for their proximity to the graveyard).

I talked with one of the players who rode we me (he lives three houses down from me) on the ride home about things they could have done better.

At the beginning of the next session, I will spend a bit of time talking to them about expectations and perhaps giving them a few suggestions. None of the players had read the background info in the players guide I gave them (the neighbor to his defense did not get one of these guides until we were at the session).

I think in old school tradition, the players do need to discover some of this stuff the hard way, or at least by thinking about it themselves. This is not 3.x where the GM gives the players "fair" encounters and recommends "gather information" rolls...

These segments above are pretty much all the "background" information.

What they were exploring was the surface which just has a few standing buildings. Perhaps having every one of them occupied was too much. I do need to track turns better, I think I did roll too often for wandering encounters (4 giant ants was also probably too many). While holed up though, they did only get a single roll per hour (and many/most encounters would not have been able to get in easily - just the undead (and only because of proximity to the graveyard) and burrowing creatures).

Along the trail, they only got one roll per hour (3 hours travel normally, 4 hours for the return carrying a body). I had tried to at least hint that the trail was dangerous (I certainly described it as a narrow trail clinging to a steep hillside above the lake). The landslide was the result of rolling a 20 on my encounter chart which was "special". They did get a dex roll to avoid falling. I can see that it was perhaps excessive.

One issue is that I couldn't find the surface encounter chart I thought I had made. I also didn't actually have an encounter chart for the trail. For next time, I need to write up a good encounter chart, and probably should have a range of specials (so it's not always a landslide on the trail).

I think it's fair to chalk this up as a learning experience for both me as GM and for the players. Part of the problem is that they are used to being spoonfed information.

While it might not be to everyone's taste, I think it's kind of cool that even though players may have had old school experience years ago, that there is still a learning process. I think that is part of what makes the game exciting.

In my play in Makofan's campaign on the OD&D board, I'm realizing that it's actually not so bad losing a character. I mostly stopped playing and just GMing partly from this fear, but I think when D&D is approached differently, it's not so bad. Sure, sometimes you lose, but there is no winning without losing. EVERYONE WINS is not really all that fun.

I hope that the players come to see this. I think that is what actually drives D&D players to seek more and more challenge, either going deeper into the dungeon, or pushing the limits of their resources. Without that pushing, there is no loss, and thus no real winning. I think this is what Ron Edwards gets at with his definition of "Step on Up" Gamism.

One thing I would like to add, this play took less than two hours. Our session was supposed to run from 6 pm - 10 pm, but traffic and nearby burning buildings caused the last player to not show up until 7 pm. The store clerk also told us we would have to leave at 9:30. Well, we actually finished up before 9 pm.

I love how much faster encounters run than in later editions of the game. We did use miniatures (for PCs, counters for the monsters). The extent of laying out the battle was to set two dice on the table to show the doorway.

Frank

Thursday, August 23, 2007

I'm a married man

The wedding went off just fine on Saturday August 18. Oh, there were a few minor glitches, and it was a lot of work to get there, but yea!

The ceremony was wonderfull. Saranna and I worked together to create it using pieces from a packet our church (First Unitarian Church of Portland Oregon) provided us. The ceremony was relatively traditional, though we didn't use traditional music. Most of us marched down the aisle to Ode to Joy, while Saranna came down (escorted by her dad) to Tis a Gift to be Simple. Saranna's mom and dad even managed to collaborate and decided they would say "we do" together when the minister said: "Who gives this woman to be married to this man?"

Our simple three paragraph "introduction" seemed to take an eternity. So did Saranna's sister's music. We also hadn't rehearsed holding hands so there was an awkward moment for Saranna. Oh, and we were sweating (at least it was easy to put the rings on).

I was surpised I actually was able to pay attention to the crowd a bit and saw some tears. There was also one baby cry, but the dad (one of Saranna's cousins) stood up with the baby and stood by the side door and the baby quited down immediately.

The reception was wonderful and we actually had a chance to eat a plate of food each, and even went back for seconds (just on one shared plate to make wandering around and chatting with folks easier). We even got to eat cake! They also packed us a bunch of food and cake which we enjoyed in the hotel room that night (after a bit of pannic when we realized it was still on the front seat of the maid of honor's car and she was on her way to Corvallis (she turned around and brought it back to us).

Sunday and Monday we had a chance to spend some (but not too much) time with family. We even had a chance to go out to dinner last night with my best man Ken and his sister. Now everyone is home or on their way home. We leave tomorrow morning for our honeymoon, 2 nights in Seattle and then up to Victoria BC for 8 nights.

Thursday, December 07, 2006

I'm Engaged!!!

On Tuesday, December 5, 2006, I proposed to my beloved Saranna and she accepted!

For those who like gushy details:

We had been discussing marriage for some time, and had finally decided to get engaged. The original plan was to have a nice evening Wednesday, however, Tuesday morning, the stars aligned just right. I proposed in our bedroom, with Saranna sitting on the bed and me kneeling on the floor (oh how cute! they say...).

Wednesday, we went out to Jakes Famous Crawfish in Portland Oregon for a celebratory dinner.

Wedding plans are yet to be made, however, the thought is August 2007 in Portland, with the cermony in the Salmon St. Sanctuary of the First Unitarian Church.

I first met Saranna in August of 1999 when I travelled to the Pacific Northwest to attend a Continental Unitarian Universalist Young Adult conference. When I moved to the Portland area in 2002, Saranna was one of the familiar faces when I started attending the First Unitarian Church. We started dating shortly after a mutual friend's birthday party at a park where we took a nice walk together.

For those wondering, Saranna is into neither gaming nor LEGO, though she is totally supportive of both my hobbies (though she has made a reasonable request that the LEGO be contained so as to leave room for her and probable future little ones).

Frank

Wednesday, October 18, 2006

My Roleplaying Summary

Copying Vincent's idea...

Broken down into major periods of life, that don't exactly conform to shifts in my gaming philosophy...

My formal role playing history started in fall of 1977 at my friend's birthday party (I was a freshmen in high school):
  • We got introduced to the game with Holmes Basic D&D (the very first version of said game - which is different from later Basic D&Ds)
  • My friend got Chivalry and Sorcery for Christmas, I made efforts over the years to run this (and wore out my friends book in the process)
  • Somewhere in there we got the Original D&D boxed set plus supplements, some time later I got my own set
  • I got the AD&D Players Handbook for Christmas in 1978 and we started playing AD&D (well sort of, because of course we didn't have the DMG yet...)
  • Somewhere in there, I started fiddling with Traveler
  • Somewhere in there, I bought RuneQuest (1st edition) and fiddled with it
  • Tried Boot Hill and dismissed it
  • Ran some Top Secret
  • Ran some Bunnies and Burrows
Attended a MIT Strategic Games Society Summer Con (probably 1978, or maybe it was Winter Con 1979 - but I vaguely remember warm weather), ran AD&D for 16! players
  • Shortly thereafter, I started gaming with the MITSGS, and started what is probably my longest campaign (it would last until I went off to college in fall of 1981), probably really started in late 1979 though with the way people ran games at MIT with PCs being exchanged between different GMs campaigns, it's hard to nail down when it really started)
  • Ran games with various other game systems that I can't really remember
  • Played in a few different D&D games
  • Ran some RuneQuest
Then I went to college (Rensselaer Polytechnic Institute)
  • Continued running AD&D my freshman and sophomore years
  • Somewhere in here, in the summer, ran RuneQuest in space at MIT, switched to Traveler after a few sessions, said Traveler campaign after a total shift in players would run once or twice a year through 1986 or 1987 or so, or maybe as late as 1989)
  • Tried to run RuneQuest, it flopped badly
  • Played in a few Cold Iron campaigns
  • Started running my first Cold Iron campaign (in Harn) in fall of 1983, this campaign would mostly peter out by fall of 1985, though I ran a couple bits with one player in fall of 1986)
  • Ran Chivalry and Sorcery again (for a session or two)
  • Probably ran a few other random games
  • Ran Champions for a while
  • Ran Justice Inc. and Espionage for a session or two each
Then I continued with graduate school at RPI
  • Started running Fantasy Hero in fall of 1985, this campaign would end up migrating to Cold iron, and finally AD&D by the end of the school year (with a one or two session interlude with an obscure home-brew system I can't recall the name of - have to check at home tonight), campaign ended late spring of 1987
  • Started work on my own game system, originally called Now for Something Completely Different, originally derived from the Gazis experience system for Traveler, later bolstered by ideas from GURPS (and later called Yet Another Generic Game System in honor of GURPS), played a session or two
  • Played a few sessions of D&D
  • Started a new Cold Iron campaign spring 1988 (in Blackmoor), this campaign would last until I mostly finished grad school at the end of the summer of 1989
  • Ran some Top Secret SI and Traveler as breaks to that Cold Iron campaign
Then I was done and started job hunting
  • Started game design on YAGGS in earnest in fall and spring of 1989
  • Played in a GURPS Supers campaign
Moved to North Carolina in April of 1990
  • Ran YAGGS, RuneQuest, and GURPS Supers with NC State game club
  • Ran Everway
  • Tried YAGGS again with caver friends
  • Played in a demo of 7th Sea
  • Ran a session each of 7th Sea and Deadlands with a caver friend
  • Ran a disastrous RPGA Deadlands module at Trinocon
  • Ran GURPS using YAGGS magic system (2 sessions)
  • Ran Evil Stevie's Pirate Game for the first time at BrickFest 2000, would continue running this at conventions (LEGO and game) through 2004
Moved to Oregon March 2002
  • Ran GURPS in Talislanta using YAGGS magic system (collapsed after 1 or 2 sessions)
  • Ran Cold Iron in Talislanta
  • Started Arcana Unearthed campaign in fall of 2003
  • Ran demos of Cold Iron, Fudge, and RuneQuest summer of 2004 after AU campaign died
  • Played one Fudge session (disastrous)
Took a break fall of 2004 while I bought a house, moved, and settled in
  • Started Cold Iron Tekumel in spring of 2005 which died after a few sessions
  • Started Arcana Evolved campaign in Wilderlands of High Fantasy setting in spring of 2005
  • Ended AE campaign and started Cold Iron Blackmoor campaign fall 2005
  • Ended Cold Iron campaign spring 2006
  • Spent five painful sessions of chargen and almost play of Burning Wheel
  • Started RuneQuest campaign late spring 2006
  • Ran a Dogs in the Vinyard demo
  • Ended RQ in late summer
  • Ran two sessions (didn't even finish town) of DitV
  • Started Arcana Evolved campaign in Ptolus fall 2006
  • Started dating Saranna
  • Ended the Arcana Evolved campaign in spring of 2007, ran a couple sessions of house ruled AD&D
  • Dropped out of gaming other than forum/blog involvement as wedding plans with Saranna progressed. I am slowly working on starting an OD&D campaign.
Largely in part due to haze of time, the high school period (and first couple years of college) is very hazy (though I could dig through my collection of articles saved from the Wild Hunt APA and probably pin a few dates down). The high school era was definitely characterized by a lot of experiments in different games, though eventually a solid campaign settled down at MIT (though still with breaks for other games). I'm sure I've left out short-lived games here and there throughout the time (at least until 2002). Some game experimentation involved nothing more than spending a few hours with a couple other players creating PCs for a game, then never actually playing. I often got complaints for trying "the game of the week" though I have mostly settled down now.

Frank

Tuesday, September 19, 2006

A new campaign launch

I'm out of my gaming funk. One player from my previous campaigns joined me this evening and we talked about what we want out of a game. Here's the recruitment posting I've sent out (if you happen to be in the Portland Oregon area and this sounds interesting, let me know, I also welcome any general thoughts on this):

I will be starting a new Arcana Evolved (alternate D&D/D20) campaign using Monte Cook's Ptolus city setting as a base of operations. I am looking for three additional players for a total of four.

My campaign style is old school (70s and 80s), episodic, mostly modules, lots of combat, no long involved story lines. With the city setting, I expect there will be some wheeling and dealing within the city, but the focus will be on what D&D does best - dungeon adventuring and combat. Since I like some variety, some adventures will occur outside the city.

Plan is to start with 3rd or 4th level characters with a standard 25 point build. I expect most characters to be Arcana Evolved races and classes, however, there is room for a few things (especially dwarves and rogues, as well as Monte's alternate bard from Complete Eldritch Wizardry). I am hoping to keep the number of supplements to a minimum and will ask players to provide a short summary of any additional books (even AE supplements) they wish to use and how the book will benefit the campaign beyond just your PC.
I will consider the appropriateness of prestige classes to the setting. In general, I don't like level adjusted races, by LA +1 or +2 may be acceptable (optionally, if you can present a nice set of racial and evolved levels that allow the race to be LA +0 that would be awesomely cool).

In order to keep my sanity, here are some additional expectations of the
campaign:

- I would prefer not to have Magisters due to the tendency they have of overwhelming combats.

- The campaign will probably end around 10th level or so (unless it ends for other reasons sooner). This is due to a combination of the effects of high level casters, and the increased prep time.

- I will be working on slowing the XP rate somewhat, I would like to see PCs gain a level every four sessions, three as the fastest. I will be doing some things to tone down treasure appropriately.

Games will run every Tuesday evening (6:00ish to 10:30ish) at my smoke free home in Beaverton. There is some flexibility for Monday or Wednesday, but Tuesday is ideal, there is also some flexibility with start and end time, but I prefer to get in four solid hours of gaming. Please be honest with your schedule, we will break for the Christmas holidays (for two or three weeks), otherwise I hope to run every week with players making most of the sessions. My target for the first session is October 2nd. We will talk about group expectations and create PCs the first session.

The player I already have and I are available September 26 for a meet and greet. In general, I prefer to meet with players before they join the campaign. At a minimum, I would like to exchange a few e-mails or chat on the phone.

I will be happy to share additional thoughts about the campaign.

Frank

Tuesday, September 05, 2006

Burned out on gaming

I never quite thought I'd get here... I'm realizing I'm just plain burned out on gaming. Over the past few years there have been some glimmers of worthwhile gaming, and lots of teeth gnashing. This past weekend, other than sort of lame forum and blog following, I've been divorced from gaming. I've been really looking forward to the time I spend in the LEGO room.

One problem is finding enough variety. After a stint of relatively successefull gamist Arcana Evolved (Monte Cook's alternate D&D), we stumbled around. Cold Iron didn't quite cut it (the players never got into what I see as one of the strengths of the game - the strategic choices of magic items, and maximizing their effect in play). Burning Wheel crashed and burned. RuneQuest seemed a possibility, but ultimately died because the majority of the players were looking for gamism not simulationism. Dogs in the Vinyard seemed like the first real possibility of really reaching the young wife, but gamism seems to be rearing its head again (not to mention my first attempt at town creation seems to have been a disaster).

So I'm looking at a game session tomorrow, where we will theoretically finish the Dogs town and talk about what next, with absolutely no enthusiasm.

Frank

Tuesday, August 29, 2006

A bit of fun

Dude! You're 81% from Massachusetts!

Okay, either you come from the western half of the state or from the Boston area. Still, it's not bad, so I'll give you the thumbs up. Cool!

How Massachusetts are you?



The one's that kept me from 100% were a pronounciation one (quin-sea vs. quin-zee), and "wicked pissa" (never heard that one), and not being annoyed by "Pahk the cah in Hahvahd Yahd" (I actually don't hear that one very often). I do wonder if younger folks from Massachusetts would know the difference between a milkshake and a frappe, and with the advent of nationwide chains, you're a lot less likely to get a surprise if you order a shake in Massachusetts these days (for the uniniatied, in Massachusetts, a milkshake is literally milk shaken up, there's no icecream in it, a frappe is the thing with icecream).

The pronounciation ones point out how local accents are in Massachusetts. "Pahk the cah in Hahvahd Yahd" is a Boston accent. Out in the suburbs where I grew up, there is a totally different accent (in fact, I once was told I had a Concord accent - I think one of the characteristics of a Concord accent is the pronounciation of the town name as kon-KERD, very similar to how you would pronounce conquered, and definitely NOT kon-KORD).

Frank